Virus Attack by notime4games
Controls: WASD to move/move camera, space to toggle ui, mouse to select abilities
1 Data is consumed after ability screen
Collect more Data to maintain connection
Pick abilities to help you progress
Destroy the Core to win
| Link | https://www.dropbox.com/s/f3rm1inqt7m2hsm/LD51-every_10_seconds.zip?dl=0 |
| Link | https://notime4games.itch.io/virus-attack |
| Original URL | https://ldjam.com/events/ludum-dare/51/virus-attack |
Ratings
| Given | 0🗳️ | 0🗨️ |
1. cute graphics! Especially the player character and the binary files
2. Controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard), BUT arrow keys are enabled.
3. the timer starts right away! :o I think letting it start only after the player begins to move would give him more time to process the level
4. wow, ability selection screen is also MUCH and very stressful to deal with under the timer constraint! Maybe pause the timer while in ability selection mode?
5. I wonder what "restore" does!
6. managed to beat level 1! (**spoiler:** upgrading only speed)
7. oh, but this is the only level! <:o
8. also, I think sounds would have been welcome (but hey, time struck, I guess ;))
9. just a (random) thought: I am reminded that have a 3D game (from about 2000) called *Virus* where you navigate a ‘spaceship’ of sorts inside folders and must get rid of flying computer viruses
**Takeaway:** a nice cute prototype for what could become a real-time puzzle game! I just wonder whether letting the player have more time to think when selecting abilities would be better; or alternatively, in a fuller version, having a tutorial or some kind of explanations as to how abilities work would help know what to expect beforehand. The context and graphics match well (too bad for no sound!) and set the atmosphere, the roguelite aspect is clever; I will join the chorus and ask for more levels! ;)
Thanks for the charming prototype.
[Do not forget to review and rate other games, if you have enough time; it will also help yours get noticed and have testers and feedback. :)]
Stuff I really liked:
* Cute pixel art graphics
* Movement felt good, I never got stuck on a corner
* Simple but straight-forward instructions
* The variety in abilities often with trade-offs in the ability selection screen
I do feel a few small improvements would go a long way in making the game feel better to play, some of which @mossieur-patate has already mentioned:
* Wait to start the 10 second level timer until the player starts moving
* Make it more clear what some abilities do (e.g. the read-only ability, I guess what it did correctly but wasn't sure and was worried my gamble would result in a loss)
* Make the ability section not purely random. I got two options exactly the same where neither would've let me beat the level or even get to the next data item (both were strength up, speed down)
* More levels like everyone else has said :smile:
The power-up mechanic is cool, but the player starts off too slow at the beginning and that feels a bit frustrating